Gellerpox Infected

Books

BookKindEditionVersionLast update
  Kill Team Annual 2022 (Gellerpox Infected)
  Kill Team Annual 2022 (Gellerpox Infected)Expansion21.2August 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024

FAQ

Expansion: Kill Team Annual 2022 (Gellerpox Infected)

Q:VULGRAR THRICE-CURSED can only be added to your roster or dataslate once. In narrative play, if this operative is slain, does that mean I can never add it again?
A:
No. In such instances, you could add this operative again, but you cannot have more than one of this operative on your roster or dataslate at once.
Q:Does the Techno-curse ability affect shooting attacks made with Tactical Assets and Privateer Support Assets?
A:
No. Even if the operative that Line of Sight is determined from would be within the required distance, the weapon itself never could be.
Q:Are Mutoid Vermin ignored when determining control of areas of the killzone (e.g. Secure Vantage Tac Op)?
A:
Yes.

Gellerpox Infected Kill Team

Below you will find a list of the operatives that make up a GELLERPOX INFECTED kill team, including, where relevant, any wargear those operatives must be equipped with. Note that, unlike other kill teams, you do not select your operatives from a list; instead, this kill team’s operatives are specified.

Operatives

VULGRAR THRICE-CURSED can only be added to your roster or dataslate once.

Abilities

Below, you will find common abilities of the GELLERPOX INFECTED kill team.

Techno-curse

Technological devices rebel in the presence of these ghoulish apparitions, their machine spirits recoiling in horror and spitting angry sparks as they fight to escape the Gellerpox.

While an enemy operative is within of friendly operatives with this ability or within of friendly GLITCHLING operatives with this ability, subtract 1 from the Attacks characteristic of ranged weapons that enemy operative is equipped with.

Revoltingly Resilient

So decayed and mutated are the bodies and minds of these creatures that survival means little to them, and pain even less. They will not stop until utterly dismembered and burned to ash.

Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.

The Balance Dataslate: GLITCHLING and GELLERPOX MUTANT operatives ignore lost wounds on a 6 (instead of a 5+).

Mutoid Vermin

Swollen to huge size and afforded gruesome lethality by the Gellerpox, shipboard vermin fight alongside their masters.

This operative can only perform universal actions (excluding the Pick Up action), and can perform the Fall Back action for one less action point (to a minimum of 1AP). It cannot perform any other actions.

All other operatives can perform the Fall Back action for one less action point (to a minimum of 1AP) if they are only within Engagement Range of enemy MUTOID VERMIN operatives.

This operative cannot control objective markers or tokens and cannot score you or your opponent victory points (it is ignored for these purposes, e.g. when determining a condition for a Tac Op).

This operative cannot be equipped with equipment. It is not added to your roster or dataslate, therefore in narrative play, it cannot earn (or lose) experience and does not take Casualty tests.

Strategic Ploys

If your faction is GELLERPOX INFECTED, you can use the following Strategic Ploys during a game.

BLESSINGS OF POX1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly GELLERPOX INFECTED operative, at the end of the Roll Defence Dice step of that shooting attack, if the total results of your discarded failed saves is 7 or more, you can retain one failed save as a successful normal save instead.
BLESSINGS OF INFECTION1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly GELLERPOX INFECTED operative fights in combat, at the end of the Roll Attack Dice step of that combat, if the total results of your discarded failed hits is 3 or more, you can retain one failed hit as a successful normal hit instead.
DRAWN TO THE HUM1+CP
Strategic Ploy
Select one objective marker. Each friendly GELLERPOX INFECTED operative within of it can immediately perform a free Dash action, but must finish that move closer to it. This Strategic Ploy costs 1 additional Command point for each previous time you have used it during the battle (e.g. 1CP the first time you would use it, 2CP the second time etc.).
RUST EMANATIONS1CP
Strategic Ploy
Until the end of the Turning Point, while an enemy operative is within Engagement Range of friendly NIGHTMARE HULK operatives, that enemy operative is treated as being injured, regardless of any rules that say they cannot be injured. Only subtract from their Movement characteristic as a result of being injured if they are activated within Engagement Range of that friendly operative.

Tactical Ploys

If your faction is GELLERPOX INFECTED, you can use the following Tactical Ploys during a game.

POLLUTE STOCKPILE1CP
Tactical Ploy
Use this Tactical Ploy at the start of the Select Equipment step. Select one item of equipment from your opponent’s faction army list, then select one of the following effects:
  • Your opponent must spend one additional equipment point each time they select that item of equipment for the battle.
  • Your opponent can only select that item of equipment for the battle a maximum of once.
BARGE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly NIGHTMARE HULK operative is activated. Until the end of the activation, that operative can move around, across and over other operatives (and their bases) as if they were not there, and can perform Charge and Normal Move actions while within Engagement Range of enemy operatives, but must finish moves following all requirements specified by that move, and cannot finish moves on top of other operatives (or their bases).
PUTRESCENT DEMISE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly GELLERPOX INFECTED operative (excluding a MUTOID VERMIN operative) is incapacitated. Inflict 1 mortal wound (or D3 mortal wounds if that friendly operative is a NIGHTMARE HULK operative) on each enemy operative Visible to and within of that friendly operative.
FRIGHTENING ONSLAUGHT1CP
Tactical Ploy
Use this Tactical Ploy after a friendly NIGHTMARE HULK operative performs a Fight action. If that operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with it again (this does not cost any action points and you do not have to select the same target).

Tac Ops

If your faction is GELLERPOX INFECTED, you can use the Gellerpox Infected Tac Ops listed below, as specified in the mission sequence.

RAMPANT NIGHTMARE
Gellerpox Infected – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of any Turning Point. Start a Rampant Nightmare tally for your kill team, adding 1 to the tally each time an enemy operative loses a wound as a result of one of your NIGHTMARE HULK operatives within that enemy operative’s Engagement Range.
  • If your Rampant Nightmare tally is 30 or more, you score 1VP.
  • If your Rampant Nightmare tally is 50 or more, you score 1VP.
PESTILENT HOSTS
Gellerpox Infected – Faction Tac Op 2
Reveal this Tac Op the first time an enemy operative is incapacitated. Each time an enemy operative is incapacitated, before it is removed from the killzone, place one of your Pestilent Host tokens underneath the operative as close as possible to the centre of its base. At the end of each Turning Point, add each Pestilent Host token that friendly GELLERPOX INFECTED operatives control to your Pestilent Host token pool.
  • If the total number of Pestilent Host tokens in your pool is equal to or more than a third of the number of enemy operatives selected for deployment, you score 1VP.
  • If the total number of Pestilent Host tokens in your pool is equal to or more than two thirds of the number of enemy operatives selected for deployment, you score 1VP.
TECH INFECTION
Gellerpox Infected – Faction Tac Op 3
You must Reveal this Tac Op when a friendly operative performs the Tech Infection action (below).
  • If 3 or more objective markers are tech infected by your kill team, you score 1VP.
  • If 4 or more objective markers are tech infected by your kill team, you score 1VP.
Friendly GELLERPOX INFECTED operatives can perform the following mission action:

TECH INFECTION1AP

An operative can perform this action while it controls an objective marker that has not been tech infected by your kill team. If it does so, that objective marker has been tech infected by your kill team.

Spec Ops Rules

Below, you will find a selection of rules for Spec Ops campaigns in which you have selected GELLERPOX INFECTED as your Faction keyword.

Battle Honours

Each time a GELLERPOX INFECTED operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Gellerpox Infected Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn't suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

GELLERPOX INFECTED SPECIALIST
D6Specialism
1Repulsive Resilience: For the purposes of the Revoltingly Resilient ability, you can re-roll results of 1 for this operative.
2Obstinate Gifts: You can ignore any or all modifiers to this operative’s Movement and APL characteristics.
3Twisted Talon: If this operative is a GLITCHLING, melee weapons this operative is equipped with gain the Lethal 5+ special rule. Otherwise, melee weapons this operative is equipped with gain the Brutal special rule.
4Fly Swarm: Each time a shooting attack is made against this operative by an enemy operative more than from it, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice results of 1.
5Repugnant Stench: Each time an enemy operative is activated within of this operative, that enemy operative is treated as being injured for the purposes of its Movement characteristic.
6Freakish Follower: If this operative is ready, it can be activated to fulfil the Group Activation requirements of another friendly GELLERPOX INFECTED operative it could not normally be group activated with (e.g. even if it is not of the same type, and even if it has a Group Activation characteristic of 1).

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is GELLERPOX INFECTED, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. VERMIN INFESTATION [1EP]

The operative can perform the following action during the battle:

VERMIN INFESTATION1AP

Select one friendly MUTOID VERMIN operative that is incapacitated and removed from the killzone. Set it up again with all of its wounds remaining, Visible to and within of this operative. This operative can only perform this action once per battle.

2. TOXIC PUS [1EP]

The operative gains the following ability for the battle:

Toxic Pus: Each time this operative loses a wound, roll one D6 for each enemy operative within its Engagement Range. On a 6, that enemy operative suffers 1 mortal wound.

3. UNREAL AURA [1/2EP]

If the operative is a NIGHTMARE HULK, this equipment costs 2EP; otherwise, it costs 1EP. The operative gains the following ability for the battle.

Unreal Aura: This operative has a 5+ invulnerable save.

4. SCRAPCODE EMANATOR [2EP]

The operative gains the following ability for the battle:

Scrapcode Emanator: Each time an enemy operative within of this operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, your opponent must re-roll one of their successful critical hits.

5. FLESH HUNGER [1/3EP]

The operative gains the following ability for the battle. If the operative is a NIGHTMARE HULK, this equipment costs 3EP; otherwise, it costs 1 EP.

Flesh Hunger: Each time an enemy operative is incapacitated by this operative while within its Engagement Range, this operative regains D3 lost wounds.

6. MUTOID PHEROMONES [1EP]

The operative gains the following ability for the battle:

Mutoid Pheromones: While a friendly MUTOID VERMIN operative is within of this operative, improve the Weapon Skill and Ballistic Skill characteristics of weapons that friendly operative is equipped with by 1.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is GELLERPOX INFECTED, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

VERMIN NEST

Once they have infested an area, the foul vermin that accompany the Gellerpox Infected to battle surge forth in seemingly endless swarms.

Select one MUTOID VERMIN operative. Until this strategic asset is removed from your base of operations, that operative is treated as being in your stash in an unlimited quantity.

POSSESSED COGITATOR

The mere presence of the infernal entity that roils and sparks within this tainted technology drives the hulking behemoths of the Gellerpox Infected to new heights of destruction.

Friendly NIGHTMARE HULK operatives gain 2XP for incapacitating any enemy operatives in a battle, instead of 1XP.

PULSATING PLAGUENODE

This foul mingling of diseased flesh and vox technology broadcasts a fortifying blend of scrapcode and infected energies to the servants of the Gellerpox.

Each time a friendly GELLERPOX INFECTED operative (excluding a MUTOID VERMIN operative) within of your drop zone fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, you can change the result of one D6 rolled for the Revoltingly Resilient ability to a 6.


Requisitions

In a Spec Ops campaign, if your faction is GELLERPOX INFECTED, you can use the following Requisitions in addition to those presented in other sources.

COMMUNION WITH THE ENTITY1RP

The Gellerpox Infected are known to rest their heads upon whatever warp core or geller field generator first spawned their outbreak. Such acts would strip the sanity of those not infected, but to those in the grip of the Gellerpox, it is a soothing succour.

Purchase this Requisition after the battle. In the Update Dataslates step, after rolling a Recovery test for a friendly GELLERPOX INFECTED operative that was Rested for that game. Change the result of that Recovery test to a 6. You can only use this Requisition once per game.
BENEDICTION OF CHAOS1RP

The mutations of Chaos are as varied as they are strange, ranging from writhing tentacles and fanged maws to layers of bloated flab that absorb enemies' blows.

Purchase this Requisition before or after a game. Select one NIGHTMARE HULK operative of Veteran rank or higher from your dataslate and change one of its Battle Honours (it must be a Battle Honour it could have).
TECHNO-VIRAL SHOCKWAVE1RP

Rolling waves of supernatural static and technophagic viral strains roll out across the region, crippling enemy infrastructure and vital strategic assets.

Purchase this Requisition at the start of a game. Select one of your opponent’s strategic assets from their base of operations. They cannot use that strategic asset during this game.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is GELLERPOX INFECTED, you can select one from those found below instead of selecting one from another source.

Spread the Pox

With their enemies well dug in, the Gellerpox Infected are left to rage and groan, unable to reach the main strength of their cowering prey. However, through the proper application of the gruesome gifts that Nurgle gave them, they may be able to turn the situation to their advantage and spread their plague far and wide.

OPERATION 1: PROPAGATE INFECTION

Through the multiplication of mutoid vermin and corruption of technology, the Gellerpox Infected can spread infection deep into enemy territory.

Complete five games in which you scored victory points from the ‘Pestilent Hosts’ and/or ’Tech Infection’ Tac Op.

OPERATION 2: INFECTION UNLEASHED

With the enemy battling the corruption and pestilence multiplying within, the Gellerpox Infected press forward with a full attack to sweep away their foes.

Complete a game in which you scored victory points from the ‘Rout’ Tac Op.

COMMENDATION
  • You can use the ‘Equipment Drop’ Requisition twice without spending any Requisition points.
  • You can select one friendly operative that scored you victory points from the ‘Rout’ Tac Op to earn 5XP. This is not affected by a passed Casualty test.
  • You can add one item of rare equipment to your stash, or you can increase your asset capacity by one.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Perform Ritual’ Spec Op.

Pestilence Ex Machina

All too often do the enemies of the Gellerpox Infected rely upon the powers of their technological marvels to save them - be it shield generators, power plants, communication hubs or super-cogitators. Yet if the taint of Nurgle can be spread to such devices, unbridled horrors soon follow.

OPERATION 1: THE INCISION

Brutal, all-out assaults begin. A putrid battering ram of infected smash their way through the enemy to reach the technologies they hold so dear.

Complete five games in which you scored victory points from the ‘Rampant Nightmare’, ‘Rout’ and/or ‘Execution’ Tac Op.

OPERATION 2: THE SEEDING

With the foe’s defences rent open, a tendril of corruption can worm its way into the heart of the sacred machine.

Complete a game in which you scored victory points from the ‘Upload Viral Code’ and/or ‘Plant Signal Beacon’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Demolition’ Spec Op.

Equipment

If your faction is GELLERPOX INFECTED, you can select equipment from this list, as specified in the mission sequence. Instead of equipping operatives with it, however, this equipment is MUTOID VERMIN operatives you have for the battle. Note it is still equipment, e.g. in narrative play it must be added to your stash. Each item of equipment can only be selected a maximum of four times for each battle.

CURSEMITE [2/3EP]

You gain a CURSEMITE operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.

EYESTINGER SWARM [2/3EP]

You gain an EYESTINGER SWARM operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.

SLUDGE-GRUB [2/3EP]

You gain a SLUDGE-GRUB operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.


Mutoid Vermin


Cursemite

These revolting creatures were once simple fleas, of the sort that infest every pilgrim’s robes and labourer’s shift. Grown monstrous, they can spring through the air as fast as a bullet from an autogun, and drain a grown Human of blood in moments.

Cursemite

These revolting creatures were once simple fleas, of the sort that infest every pilgrim’s robes and labourer’s shift. Grown monstrous, they can spring through the air as fast as a bullet from an autogun, and drain a grown Human of blood in moments.

M APL GA DF SV W Base
3 2 2 2 5+ 2 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bloodsucking proboscis
Bloodsucking proboscis
2
4+
2/3
Feast*. !RendingFeast*Rending
ABILITIES UNIQUE ACTIONS
Mutoid Vermin
*Feast: Each time this operative fights in combat with this weapon against an enemy operative that has fewer than its starting number of wounds, this weapon gains the following improvements for that combat:
  • Add 1 to its Attacks characteristic.
  • Gain the Lethal 5+ special rule.
-
ABILITIES
Mutoid Vermin
*Feast: Each time this operative fights in combat with this weapon against an enemy operative that has fewer than its starting number of wounds, this weapon gains the following improvements for that combat:
  • Add 1 to its Attacks characteristic.
  • Gain the Lethal 5+ special rule.
UNIQUE ACTIONS
-
DATACARD-RELATED
MUTOID PHEROMONES , VERMIN NEST
GELLERPOX INFECTED, CHAOS, NURGLE, MUTOID VERMIN, FLY, CURSEMITE
GELLERPOX INFECTED, CHAOS, NURGLE, MUTOID VERMIN, FLY, CURSEMITE


Eyestinger Swarm

The shrill whine of insectile wings warns of the approach of the Eyestinger Swarms. Not only are these freakish insects dangerous in their own right, but they also lay their eggs in their victims’ eyes, where they swiftly gestate and burst forth in fresh swarms.

Eyestinger Swarm

The shrill whine of insectile wings warns of the approach of the Eyestinger Swarms. Not only are these freakish insects dangerous in their own right, but they also lay their eggs in their victims’ eyes, where they swiftly gestate and burst forth in fresh swarms.

M APL GA DF SV W Base
3 2 2 2 5+ 2 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Swarm
Swarm
5
6+
0/0
Rng , No Cover. !StunRng , No CoverStun
Sting
Sting
5
5+
1/2
!Stun-Stun
ABILITIES UNIQUE ACTIONS
Mutoid Vermin
-
ABILITIES
Mutoid Vermin
UNIQUE ACTIONS
-
DATACARD-RELATED
MUTOID PHEROMONES , VERMIN NEST , Eyestinger Swarm
GELLERPOX INFECTED, CHAOS, NURGLE, MUTOID VERMIN, FLY, EYESTINGER SWARM
GELLERPOX INFECTED, CHAOS, NURGLE, MUTOID VERMIN, FLY, EYESTINGER SWARM


Sludge-grub

Fatted with pus and slime, these noxious worms can spit gobbets of corrosive bile over great distances to blind and maim their prey. Should they get close, they latch on with savage tenacity and force their victims to tear and burst them, dousing the foe in acidic filth.

Sludge-grub

Fatted with pus and slime, these noxious worms can spit gobbets of corrosive bile over great distances to blind and maim their prey. Should they get close, they latch on with savage tenacity and force their victims to tear and burst them, dousing the foe in acidic filth.

M APL GA DF SV W Base
2 2 2 2 5+ 2 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Acid spit
Acid spit
4
4+
2/2
Rng , AP1. !Splash 1Rng , AP1Splash 1
Fanged maw
Fanged maw
2
4+
1/3
--
ABILITIES UNIQUE ACTIONS
Mutoid Vermin
Caustic Demise: If this operative is incapacitated, roll one D6 for each enemy operative Visible to and within of it: on a 4+, that enemy operative suffers 1 mortal wound.
-
ABILITIES
Mutoid Vermin
Caustic Demise: If this operative is incapacitated, roll one D6 for each enemy operative Visible to and within of it: on a 4+, that enemy operative suffers 1 mortal wound.
UNIQUE ACTIONS
-
DATACARD-RELATED
MUTOID PHEROMONES , VERMIN NEST , Sludge-grub
GELLERPOX INFECTED, CHAOS, NURGLE, MUTOID VERMIN, SLUDGE-GRUB
GELLERPOX INFECTED, CHAOS, NURGLE, MUTOID VERMIN, SLUDGE-GRUB

Datacards


Vulgrar Thrice-Cursed

Once, this hulking horror was the master of the New Dawn’s boilermen. Now, he and others like him have become bloated monsters, melded with those who trusted them and the tainted machines that were once in their care.

Vulgrar Thrice-Cursed

Once, this hulking horror was the master of the New Dawn’s boilermen. Now, he and others like him have become bloated monsters, melded with those who trusted them and the tainted machines that were once in their care.

M APL GA DF SV W Base
3 2 1 3 5+ 19 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pyregut
Pyregut
6
2+
3/3
Rng , Torrent Rng , Torrent -
Fleshmelded weapons
Fleshmelded weapons
5
3+
4/5
Engineered*Engineered*-
ABILITIES UNIQUE ACTIONS
Revoltingly Resilient, Techno-curse
Thrice-Cursed Hulk: Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
Lead the Infection: In the Generate Command Points step of each Strategy phase, if this operative is within of an objective marker it has not tainted, it taints that objective marker and you gain 1CP. You can only use it once per battle.
*Engineered: When this operative is selected for deployment, select up to two of the following improvements for this weapon to gain for the battle:
  • Add 1 to the Normal Damage.
  • Add 1 to the Critical Damage.
  • Gain the Balanced special rule.
  • Gain the Brutal special rule.
  • Gain the Lethal 5+ special rule.
  • Gain the Rending critical hit rule.
-
ABILITIES
Revoltingly Resilient, Techno-curse
Thrice-Cursed Hulk: Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
Lead the Infection: In the Generate Command Points step of each Strategy phase, if this operative is within of an objective marker it has not tainted, it taints that objective marker and you gain 1CP. You can only use it once per battle.
*Engineered: When this operative is selected for deployment, select up to two of the following improvements for this weapon to gain for the battle:
  • Add 1 to the Normal Damage.
  • Add 1 to the Critical Damage.
  • Gain the Balanced special rule.
  • Gain the Brutal special rule.
  • Gain the Lethal 5+ special rule.
  • Gain the Rending critical hit rule.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNREAL AURA , FLESH HUNGER , POSSESSED COGITATOR , PULSATING PLAGUENODE , BENEDICTION OF CHAOS , RAMPANT NIGHTMARE , RUST EMANATIONS , BARGE , PUTRESCENT DEMISE , FRIGHTENING ONSLAUGHT
GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, LEADER, VULGRAR THRICE-CURSED
GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, LEADER, VULGRAR THRICE-CURSED


Bloatspawn

Said to be things born out of darkest nightmare, Bloatspawn drip watery slime with every thudding step. Their writhing masses of tentacles grasp and tear at everything around them, dragging wailing victims into the foetid prisons of their bloated bodies.

Bloatspawn

Said to be things born out of darkest nightmare, Bloatspawn drip watery slime with every thudding step. Their writhing masses of tentacles grasp and tear at everything around them, dragging wailing victims into the foetid prisons of their bloated bodies.

M APL GA DF SV W Base
3 2 1 3 5+ 18 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Mutant tentacles
Mutant tentacles
6
4+
3/4
Rng , FusilladeRng , Fusillade-
Mutant claw & tentacles
Each time this weapon is selected to fight in combat with, select one of the profiles below to use:
Mutant claw & tentacles
Each time this weapon is selected to fight in combat with, select one of the profiles below to use:
 - Grasp and slash
 - Grasp and slash
6
4+
3/4
--
 - Writhing swipe
 - Writhing swipe
3
4+
3/4
Swipe*Swipe*-
ABILITIES UNIQUE ACTIONS
Revoltingly Resilient, Techno-curse
Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
Tentacled Grasp: Each time an enemy operative would perform a Fall Back action while within Engagement Range of this operative, roll one D6, adding 1 to the result if that enemy operative has a Wounds characteristic of 8 or less. On a 4+, that enemy operative cannot Fall Back, but the action points subtracted are not refunded.
*Swipe: Each time after this operative fights in combat with this profile, if it has not been incapacitated, you can fight in combat with this weapon profile against another enemy operative within Engagement Range of it that it has not fought during the action. Note that this means each enemy operative within this operative’s Engagement Range can only be fought once per action.
-
ABILITIES
Revoltingly Resilient, Techno-curse
Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
Tentacled Grasp: Each time an enemy operative would perform a Fall Back action while within Engagement Range of this operative, roll one D6, adding 1 to the result if that enemy operative has a Wounds characteristic of 8 or less. On a 4+, that enemy operative cannot Fall Back, but the action points subtracted are not refunded.
*Swipe: Each time after this operative fights in combat with this profile, if it has not been incapacitated, you can fight in combat with this weapon profile against another enemy operative within Engagement Range of it that it has not fought during the action. Note that this means each enemy operative within this operative’s Engagement Range can only be fought once per action.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNREAL AURA , FLESH HUNGER , POSSESSED COGITATOR , PULSATING PLAGUENODE , BENEDICTION OF CHAOS , RAMPANT NIGHTMARE , RUST EMANATIONS , BARGE , PUTRESCENT DEMISE , FRIGHTENING ONSLAUGHT
GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, BLOATSPAWN
GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, BLOATSPAWN


Fleshscreamer

Clutching implements of brutal butchery, the chorus of dozens of wailing mouths accompanies Fleshscreamers into the fight. Ever-ravenous to fill their many maws with rotting flesh and sparking machinery, they wade into the foe like nightmares given form.

Fleshscreamer

Clutching implements of brutal butchery, the chorus of dozens of wailing mouths accompanies Fleshscreamers into the fight. Ever-ravenous to fill their many maws with rotting flesh and sparking machinery, they wade into the foe like nightmares given form.

M APL GA DF SV W Base
3 2 1 3 5+ 18 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Mutant fist & cleaver
Each time this weapon is selected to fight in combat with, select one of the profiles below to use:
Mutant fist & cleaver
Each time this weapon is selected to fight in combat with, select one of the profiles below to use:
 - Bash and slash
 - Bash and slash
5
4+
5/6
--
 - Lopping blow
 - Lopping blow
1
3+
8/9
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Revoltingly Resilient, Techno-curse
Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
Horrifying Shrieking: Each time an enemy operative would perform a mission action or the Pick Up action while within of this operative, one additional action point must be subtracted for that enemy operative to perform that action. When determining control of an objective marker this operative is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
-
ABILITIES
Revoltingly Resilient, Techno-curse
Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
Horrifying Shrieking: Each time an enemy operative would perform a mission action or the Pick Up action while within of this operative, one additional action point must be subtracted for that enemy operative to perform that action. When determining control of an objective marker this operative is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNREAL AURA , FLESH HUNGER , POSSESSED COGITATOR , PULSATING PLAGUENODE , BENEDICTION OF CHAOS , RAMPANT NIGHTMARE , RUST EMANATIONS , BARGE , PUTRESCENT DEMISE , FRIGHTENING ONSLAUGHT
GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, FLESHSCREAMER
GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, FLESHSCREAMER


Lumberghast

These Nightmare Hulks bear gruesome signs of verminous corruption. Insectile limbs and heads sprout from their mutant bodies, twitching with their own ghastly life. It is death to stand before such a resilient monster, for they attack with febrile savagery.

Lumberghast

These Nightmare Hulks bear gruesome signs of verminous corruption. Insectile limbs and heads sprout from their mutant bodies, twitching with their own ghastly life. It is death to stand before such a resilient monster, for they attack with febrile savagery.

M APL GA DF SV W Base
3 2 1 3 5+ 18 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Mutant claw
Mutant claw
4
4+
6/7
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
Revoltingly Resilient, Techno-curse
Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
Spiked Charge (1AP): Perform a free Charge action with this operative. When it finishes that action, each enemy operative within its Engagement Range suffers D3 mortal wounds (roll separately for each).
ABILITIES
Revoltingly Resilient, Techno-curse
Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
UNIQUE ACTIONS
Spiked Charge (1AP): Perform a free Charge action with this operative. When it finishes that action, each enemy operative within its Engagement Range suffers D3 mortal wounds (roll separately for each).
DATACARD-RELATED
UNREAL AURA , FLESH HUNGER , POSSESSED COGITATOR , PULSATING PLAGUENODE , BENEDICTION OF CHAOS , RAMPANT NIGHTMARE , RUST EMANATIONS , BARGE , PUTRESCENT DEMISE , FRIGHTENING ONSLAUGHT
GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, LUMBERGHAST
GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, LUMBERGHAST


Gellerpox Mutant

The Gellerpox works nightmare changes upon its victims, deadening their nerves and twisting their bodies into gross and dangerous new forms. Melded with lumps of malfunctioning technology and stolen metalwork, they lurch into the fight with static-laced groans.

Gellerpox Mutant

The Gellerpox works nightmare changes upon its victims, deadening their nerves and twisting their bodies into gross and dangerous new forms. Melded with lumps of malfunctioning technology and stolen metalwork, they lurch into the fight with static-laced groans.

M APL GA DF SV W Base
2 2 2 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Frag grenade
Frag grenade
4
3+
2/3
Rng , Blast , Indirect, LimitedRng , Blast , Indirect, Limited-
Heavy axe
Heavy axe
3
4+
4/5
BrutalBrutal-
Improvised weapon & mutated limb
Improvised weapon & mutated limb
4
4+
2/3
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Revoltingly Resilient, Techno-curse
Gellercaust Masks: Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, each time an attack dice would inflict Critical Damage on this operative, you can choose for that attack dice to inflict Normal Damage instead.
-
ABILITIES
Revoltingly Resilient, Techno-curse
Gellercaust Masks: Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, each time an attack dice would inflict Critical Damage on this operative, you can choose for that attack dice to inflict Normal Damage instead.
UNIQUE ACTIONS
-
DATACARD-RELATED
PULSATING PLAGUENODE , RUST EMANATIONS , PUTRESCENT DEMISE
GELLERPOX INFECTED, CHAOS, NURGLE, GELLERPOX MUTANT
GELLERPOX INFECTED, CHAOS, NURGLE, GELLERPOX MUTANT


Glitchling

These deviant plague mites caper and giggle as they infest enemy lines. They delight in the technological mayhem their presence spreads, and are all too happy to bury their victims in a clawing, biting mass for the glory of Grandfather Nurgle.

Glitchling

These deviant plague mites caper and giggle as they infest enemy lines. They delight in the technological mayhem their presence spreads, and are all too happy to bury their victims in a clawing, biting mass for the glory of Grandfather Nurgle.

M APL GA DF SV W Base
3 2 2 2 5+ 3 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Diseased effluence
Diseased effluence
4
4+
1/2
Rng Rng -
Diseased nippers
Diseased nippers
3
4+
1/2
--
ABILITIES UNIQUE ACTIONS
Revoltingly Resilient, Techno-curse
Daemonic: This operative has a 5+ invulnerable save.
Small: This operative cannot be equipped with equipment. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
-
ABILITIES
Revoltingly Resilient, Techno-curse
Daemonic: This operative has a 5+ invulnerable save.
Small: This operative cannot be equipped with equipment. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
UNIQUE ACTIONS
-
DATACARD-RELATED
PULSATING PLAGUENODE , RUST EMANATIONS , PUTRESCENT DEMISE
GELLERPOX INFECTED, CHAOS, NURGLE, GLITCHLING
GELLERPOX INFECTED, CHAOS, NURGLE, GLITCHLING
Techno-curse

Technological devices rebel in the presence of these ghoulish apparitions, their machine spirits recoiling in horror and spitting angry sparks as they fight to escape the Gellerpox.

While an enemy operative is within of friendly operatives with this ability or within of friendly GLITCHLING operatives with this ability, subtract 1 from the Attacks characteristic of ranged weapons that enemy operative is equipped with.

The NAVIS keyword is used in the following Elucidian Starstrider datacards:

• Canid
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Barrage
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the automatic retention of defence dice as a result of cover is determined differently. Instead, if any part of the operative’s base is hidden by a terrain feature from directly above, the defender can retain defence dice as if they were in cover.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Privateer Support Asset

Even the lowest Rogue Trader has their own well-appointed ship, and many operate entire fleets. Such ships are often armed far in excess of their size to see off pirates, xenos, over-inquisitive officials or even to secure deals via literal gunboat diplomacy. Most contain vast hangers that accommodate not only bulk haulers, but also atmospheric strike craft. Their precision firepower can be called upon by a Rogue Trader’s elite operatives to ensure the success of clandestine missions.

Once per Firefight phase, when you would activate a ready friendly operative, you can use a Privateer Support Asset instead. Each time you do so, select one of the ranged weapons below and perform a Shoot action with it. After you have done so, your opponent activates one of their operatives as normal.

You cannot select a ranged weapon you selected in the previous Turning Point, but you can in a Turning Point thereafter. For example, if you selected archeotech beam in the first Turning Point, you couldn’t select it in the second Turning Point, but you could in the third Turning Point. If you did so, you couldn’t subsequently select it in the fourth Turning Point.

When making shooting attacks with the ranged weapons below:
  • For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly NAVIS (excluding CANID) or ELUCIA VHANE operative that is not within Engagement Range of enemy operatives.
  • For the purposes of the weapon’s special rules, it is treated as if a friendly operative were making the shooting attack.
  • Other than Command Re-roll, you cannot use any Strategic or Tactical Ploys for shooting attacks made by Privateer Support Assets.

Archeotech Beam
 
Name
A
BS/WS
D
Archeotech Beam
4
3+
6/7
Special Rules
!
AP2, Barrage
-


Guided Shell
 
Name
A
BS/WS
D
Guided Shell
5
4+
3/5
Special Rules
!
Barrage, Blast
-


Cluster Bomb
 
Name
A
BS/WS
D
Cluster Bomb
5
4+
2/3
Special Rules
!
Barrage, Blast
-

The MUTOID VERMIN keyword is used in the following Gellerpox Infected datacards:

Mutoid Vermin
Mutoid Vermin

Swollen to huge size and afforded gruesome lethality by the Gellerpox, shipboard vermin fight alongside their masters.

This operative can only perform universal actions (excluding the Pick Up action), and can perform the Fall Back action for one less action point (to a minimum of 1AP). It cannot perform any other actions.

All other operatives can perform the Fall Back action for one less action point (to a minimum of 1AP) if they are only within Engagement Range of enemy MUTOID VERMIN operatives.

This operative cannot control objective markers or tokens and cannot score you or your opponent victory points (it is ignored for these purposes, e.g. when determining a condition for a Tac Op).

This operative cannot be equipped with equipment. It is not added to your roster or dataslate, therefore in narrative play, it cannot earn (or lose) experience and does not take Casualty tests.

SECURE VANTAGE

You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.

  • At the end of any Turning Point, if you control a Vantage Point that is more than from your drop zone, you score 1VP.
  • If you achieve the first condition with a different Vantage Point at the end of any subsequent Turning Points, you score 1VP.
Friendly operatives control a Vantage Point if the total APL of friendly operatives on it is greater than that of enemy operatives.

HAZARDOUS AREAS
At least half of the Vantage Point you control must be within your opponent’s territory.

Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

The NIGHTMARE HULK keyword is used in the following Gellerpox Infected datacards:

Datacard
Revoltingly Resilient

So decayed and mutated are the bodies and minds of these creatures that survival means little to them, and pain even less. They will not stop until utterly dismembered and burned to ash.

Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.

The Balance Dataslate: GLITCHLING and GELLERPOX MUTANT operatives ignore lost wounds on a 6 (instead of a 5+).
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
PESTILENT HOSTS
Gellerpox Infected – Faction Tac Op 2
Reveal this Tac Op the first time an enemy operative is incapacitated. Each time an enemy operative is incapacitated, before it is removed from the killzone, place one of your Pestilent Host tokens underneath the operative as close as possible to the centre of its base. At the end of each Turning Point, add each Pestilent Host token that friendly GELLERPOX INFECTED operatives control to your Pestilent Host token pool.
  • If the total number of Pestilent Host tokens in your pool is equal to or more than a third of the number of enemy operatives selected for deployment, you score 1VP.
  • If the total number of Pestilent Host tokens in your pool is equal to or more than two thirds of the number of enemy operatives selected for deployment, you score 1VP.
TECH INFECTION
Gellerpox Infected – Faction Tac Op 3
You must Reveal this Tac Op when a friendly operative performs the Tech Infection action (below).
  • If 3 or more objective markers are tech infected by your kill team, you score 1VP.
  • If 4 or more objective markers are tech infected by your kill team, you score 1VP.
Friendly GELLERPOX INFECTED operatives can perform the following mission action:

TECH INFECTION1AP

An operative can perform this action while it controls an objective marker that has not been tech infected by your kill team. If it does so, that objective marker has been tech infected by your kill team.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
EQUIPMENT DROP1RP

For some kill teams, acquiring new equipment might involve being sent wargear by their commanders. For others it might mean stealing said weapons before the rival can collect it. On occasion a kill team might be issued with trial weapons - depraved creations from sadistic minds, highly advanced technologies developed by brilliant scientists or anything in between.

Purchase this Requisition before or after a game. Select up to 5 points worth of your faction’s equipment and add it to your stash.
RAMPANT NIGHTMARE
Gellerpox Infected – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of any Turning Point. Start a Rampant Nightmare tally for your kill team, adding 1 to the tally each time an enemy operative loses a wound as a result of one of your NIGHTMARE HULK operatives within that enemy operative’s Engagement Range.
  • If your Rampant Nightmare tally is 30 or more, you score 1VP.
  • If your Rampant Nightmare tally is 50 or more, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
UPLOAD VIRAL CODE
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Upload Viral Code action, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Friendly operatives can perform the following mission action:

UPLOAD VIRAL CODE2AP

An operative can perform this action while within of your opponent’s drop zone and not within of enemy operatives.
PLANT SIGNAL BEACON
Recon – Tac Op
You must reveal this Tac Op when a friendly operative performs the Plant Signal Beacon action.
  • At the end of the battle, if your signal beacon token is within of your opponent's drop zone, you score 2VPs.
Once per battle, a friendly operative can perform the following mission action:

PLANT SIGNAL BEACON2AP

Place a signal beacon token within of this operative. An operative cannot perform this action while within of enemy operatives. If any enemy operatives finish a move within of the centre of your signal beacon token and more than from friendly operatives, remove that signal beacon token.
Equipment
You can only select each equipment with the Indirect special rule (e.g. dynamite, krak grenade, fusion grenade) once per battle. If a friendly operative already equipped with such equipment is selected for deployment (e.g. ASSAULT GRENADIER PATHFINDER operative), this counts as your selection.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.

6. MUTOID PHEROMONES [1EP]

The operative gains the following ability for the battle:

Mutoid Pheromones: While a friendly MUTOID VERMIN operative is within of this operative, improve the Weapon Skill and Ballistic Skill characteristics of weapons that friendly operative is equipped with by 1.
VERMIN NEST
Strategic Asset

Once they have infested an area, the foul vermin that accompany the Gellerpox Infected to battle surge forth in seemingly endless swarms.

Select one MUTOID VERMIN operative. Until this strategic asset is removed from your base of operations, that operative is treated as being in your stash in an unlimited quantity.

The GELLERPOX INFECTED keyword is used in the following Gellerpox Infected datacards:

Mutoid Vermin
Datacard

The CHAOS keyword is used in the following Gellerpox Infected datacards:

Mutoid Vermin
Datacard

The NURGLE keyword is used in the following Gellerpox Infected datacards:

Mutoid Vermin
Datacard

The MUTOID VERMIN keyword is used in the following Gellerpox Infected datacards:

Mutoid Vermin

The FLY keyword is used in the following Gellerpox Infected datacards:

Mutoid Vermin
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.

EYESTINGER SWARM [2/3EP]

You gain an EYESTINGER SWARM operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.

SLUDGE-GRUB [2/3EP]

You gain a SLUDGE-GRUB operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.

3. UNREAL AURA [1/2EP]

If the operative is a NIGHTMARE HULK, this equipment costs 2EP; otherwise, it costs 1EP. The operative gains the following ability for the battle.

Unreal Aura: This operative has a 5+ invulnerable save.

5. FLESH HUNGER [1/3EP]

The operative gains the following ability for the battle. If the operative is a NIGHTMARE HULK, this equipment costs 3EP; otherwise, it costs 1 EP.

Flesh Hunger: Each time an enemy operative is incapacitated by this operative while within its Engagement Range, this operative regains D3 lost wounds.
POSSESSED COGITATOR
Strategic Asset

The mere presence of the infernal entity that roils and sparks within this tainted technology drives the hulking behemoths of the Gellerpox Infected to new heights of destruction.

Friendly NIGHTMARE HULK operatives gain 2XP for incapacitating any enemy operatives in a battle, instead of 1XP.
PULSATING PLAGUENODE
Strategic Asset

This foul mingling of diseased flesh and vox technology broadcasts a fortifying blend of scrapcode and infected energies to the servants of the Gellerpox.

Each time a friendly GELLERPOX INFECTED operative (excluding a MUTOID VERMIN operative) within of your drop zone fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, you can change the result of one D6 rolled for the Revoltingly Resilient ability to a 6.
BENEDICTION OF CHAOS1RP

The mutations of Chaos are as varied as they are strange, ranging from writhing tentacles and fanged maws to layers of bloated flab that absorb enemies' blows.

Purchase this Requisition before or after a game. Select one NIGHTMARE HULK operative of Veteran rank or higher from your dataslate and change one of its Battle Honours (it must be a Battle Honour it could have).
RAMPANT NIGHTMARE
Gellerpox Infected – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of any Turning Point. Start a Rampant Nightmare tally for your kill team, adding 1 to the tally each time an enemy operative loses a wound as a result of one of your NIGHTMARE HULK operatives within that enemy operative’s Engagement Range.
  • If your Rampant Nightmare tally is 30 or more, you score 1VP.
  • If your Rampant Nightmare tally is 50 or more, you score 1VP.
RUST EMANATIONS1CP
Strategic Ploy
Until the end of the Turning Point, while an enemy operative is within Engagement Range of friendly NIGHTMARE HULK operatives, that enemy operative is treated as being injured, regardless of any rules that say they cannot be injured. Only subtract from their Movement characteristic as a result of being injured if they are activated within Engagement Range of that friendly operative.
BARGE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly NIGHTMARE HULK operative is activated. Until the end of the activation, that operative can move around, across and over other operatives (and their bases) as if they were not there, and can perform Charge and Normal Move actions while within Engagement Range of enemy operatives, but must finish moves following all requirements specified by that move, and cannot finish moves on top of other operatives (or their bases).
PUTRESCENT DEMISE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly GELLERPOX INFECTED operative (excluding a MUTOID VERMIN operative) is incapacitated. Inflict 1 mortal wound (or D3 mortal wounds if that friendly operative is a NIGHTMARE HULK operative) on each enemy operative Visible to and within of that friendly operative.
FRIGHTENING ONSLAUGHT1CP
Tactical Ploy
Use this Tactical Ploy after a friendly NIGHTMARE HULK operative performs a Fight action. If that operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with it again (this does not cost any action points and you do not have to select the same target).

The NIGHTMARE HULK keyword is used in the following Gellerpox Infected datacards:

Datacard
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.

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